There is a potential size mismatch between C++ and ZScript structures.
It's caused by tail padding of native structures that isn't taken into account when calculating object sizes for scripting side.
So far, FLineTraceData is certainly affected by this issue. It's native size is 120 bytes (Visual Studio, x64 target) while ZScript assumes 116 bytes only.
As the result, this line overwrites four bytes that are not belonging to an instance of FLineTraceData.
Spoiler: Samples
Spawning the following actor and restarting the game triggers heap corruption with VS x64 debug build.
It looks like FLineTraceData was not properly declared. For natively backed structs, all member variables need to be native and the whole thing must be set up manually in InitThingdef to eliminate these compiler deprendencies. Look how FCheckPosition, which is right above in the script source, was done, this is the correct way to implement it.